float4x4 World; 
float4x4 View; 
float4x4 Projection; 
 
sampler TextureSampler; 
 
struct VS_INPUT { 
    float4 Position : POSITION0; 
    float2 Texcoord : TEXCOORD0; 
    float4 Color	: COLOR0;
};
 
VS_INPUT Transform(VS_INPUT Input) { 
    VS_INPUT Output; 
 
    float4 worldPosition = mul(Input.Position, World); 
    float4 viewPosition = mul(worldPosition, View); 
    Output.Position = mul(viewPosition, Projection); 
 
    Output.Texcoord = Input.Texcoord; 
    Output.Color = Input.Color;
 
    return Output; 
} 
 
float4 ColorTexture(VS_INPUT Input) : COLOR0{ 
    return Input.Color.rgba * tex2D(TextureSampler, Input.Texcoord);
} 
 
technique TransformColorTexture { 
    pass P0 { 
        VertexShader = compile vs_2_0 Transform(); 
        PixelShader = compile ps_2_0 ColorTexture(); 
    } 
}